class AcePlayerInput extends PlayerInput within AcePlayerController;

var IntPoint MousePosition; 
var name LastKey;

event PlayerInput(float DeltaTime)
{
	Super.PlayerInput(DeltaTime);

	// Handle mouse
	if (myHUD != None) 
	{
		// Add the aMouse to the mouse position and clamp it within the viewport width
		MousePosition.X = Clamp(MousePosition.X + aMouseX, 0, myHUD.SizeX);
		MousePosition.Y = Clamp(MousePosition.Y - aMouseY, 0, myHUD.SizeY);
	}	
}

function bool InputKey( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE )
{
	local int i;
	i=i;
	switch(Key)
	{
	case 'XboxTypeS_Start':
		break;
	}
	
	if(Event == IE_Pressed)
	{
		LastKey = Key;
	}

	if(Event == IE_Released)
	{
		LastKey = '';
	}

	return false;
}

defaultproperties
{
	OnReceivedNativeInputKey=InputKey
	bEnableFOVScaling = true
	LastKey = ""
}